/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_GAMEEVENT_MGR_H
#define ARKCORE_GAMEEVENT_MGR_H

#include "Common.h"
#include "SharedDefines.h"
#include "Define.h"
#include <ace/Singleton.h>

#define max_ge_check_delay DAY  // 1 day in seconds
enum GameEventState
{
    GAMEEVENT_NORMAL = 0,          // standard game events
    GAMEEVENT_WORLD_INACTIVE = 1,          // not yet started
    GAMEEVENT_WORLD_CONDITIONS = 2,          // condition matching phase
    GAMEEVENT_WORLD_NEXTPHASE = 3,          // conditions are met, now 'length' timer to start next event
    GAMEEVENT_WORLD_FINISHED = 4,          // next events are started, unapply this one
    GAMEEVENT_INTERNAL = 5,
// never handled in update
};

struct GameEventFinishCondition
{
    float reqNum;          // required number // use float, since some events use percent
    float done;          // done number
    uint32 max_world_state;          // max resource count world state update id
    uint32 done_world_state;          // done resource count world state update id
};

struct GameEventQuestToEventConditionNum
{
    uint16 event_id;
    uint32 condition;
    float num;
};

struct GameEventData
{
    GameEventData () :
            start(1), end(0), nextstart(0), occurence(0), length(0), holiday_id(HOLIDAY_NONE), state(GAMEEVENT_NORMAL)
    {
    }
    time_t start;          // occurs after this time
    time_t end;          // occurs before this time
    time_t nextstart;          // after this time the follow-up events count this phase completed
    uint32 occurence;          // time between end and start
    uint32 length;          // length of the event (minutes) after finishing all conditions
    HolidayIds holiday_id;
    GameEventState state;          // state of the game event, these are saved into the game_event table on change!
    std::map<uint32 /*condition id*/, GameEventFinishCondition> conditions;          // conditions to finish
    std::set<uint16 /*gameevent id*/> prerequisite_events;          // events that must be completed before starting this event
    std::string description;

    bool isValid () const
    {
        return length > 0 || state > GAMEEVENT_NORMAL;
    }
};

struct ModelEquip
{
    uint32 modelid;
    uint32 equipment_id;
    uint32 modelid_prev;
    uint32 equipement_id_prev;
};

struct NPCVendorEntry
{
    uint32 entry;          // creature entry
    uint32 item;          // item id
    int32 maxcount;          // 0 for infinite
    uint32 incrtime;          // time for restore items amount if maxcount != 0
    uint32 ExtendedCost;
};

class Player;
class Creature;

class GameEventMgr
{
    friend class ACE_Singleton<GameEventMgr, ACE_Null_Mutex> ;
    GameEventMgr ();
public:
    ~GameEventMgr ()
    {
    }
    ;

    typedef std::set<uint16> ActiveEvents;
    typedef std::vector<GameEventData> GameEventDataMap;
    ActiveEvents const& GetActiveEventList () const
    {
        return m_ActiveEvents;
    }
    GameEventDataMap const& GetEventMap () const
    {
        return mGameEvent;
    }
    bool CheckOneGameEvent (uint16 entry) const;
    uint32 NextCheck (uint16 entry) const;
    void LoadFromDB ();
    uint32 Update ();
    bool IsActiveEvent (uint16 event_id)
    {
        return (m_ActiveEvents.find(event_id) != m_ActiveEvents.end());
    }
    uint32 Initialize ();
    void StartArenaSeason ();
    void StartInternalEvent (uint16 event_id);
    bool StartEvent (uint16 event_id, bool overwrite = false);
    void StopEvent (uint16 event_id, bool overwrite = false);
    void HandleQuestComplete (uint32 quest_id);          // called on world event type quest completions
    void HandleWorldEventGossip (Player * plr, Creature * c);
    uint32 GetNPCFlag (Creature * cr);
    uint32 GetNpcTextId (uint32 guid);
private:
    void SendWorldStateUpdate (Player * plr, uint16 event_id);
    void AddActiveEvent (uint16 event_id)
    {
        m_ActiveEvents.insert(event_id);
    }
    void RemoveActiveEvent (uint16 event_id)
    {
        m_ActiveEvents.erase(event_id);
    }
    void ApplyNewEvent (uint16 event_id);
    void UnApplyEvent (uint16 event_id);
    void GameEventSpawn (int16 event_id);
    void GameEventUnspawn (int16 event_id);
    void ChangeEquipOrModel (int16 event_id, bool activate);
    void UpdateEventQuests (uint16 event_id, bool activate);
    void UpdateWorldStates (uint16 event_id, bool Activate);
    void UpdateEventNPCFlags (uint16 event_id);
    void UpdateEventNPCVendor (uint16 event_id, bool activate);
    void UpdateBattlegroundSettings ();
    bool CheckOneGameEventConditions (uint16 event_id);
    void SaveWorldEventStateToDB (uint16 event_id);
    bool hasCreatureQuestActiveEventExcept (uint32 quest_id, uint16 event_id);
    bool hasGameObjectQuestActiveEventExcept (uint32 quest_id, uint16 event_id);
    bool hasCreatureActiveEventExcept (uint32 creature_guid, uint16 event_id);
    bool hasGameObjectActiveEventExcept (uint32 go_guid, uint16 event_id);
protected:
    typedef std::list<uint32> GuidList;
    typedef std::list<uint32> IdList;
    typedef std::vector<GuidList> GameEventGuidMap;
    typedef std::vector<IdList> GameEventIdMap;
    typedef std::pair<uint32, ModelEquip> ModelEquipPair;
    typedef std::list<ModelEquipPair> ModelEquipList;
    typedef std::vector<ModelEquipList> GameEventModelEquipMap;
    typedef std::pair<uint32, uint32> QuestRelation;
    typedef std::list<QuestRelation> QuestRelList;
    typedef std::vector<QuestRelList> GameEventQuestMap;
    typedef std::list<NPCVendorEntry> NPCVendorList;
    typedef std::vector<NPCVendorList> GameEventNPCVendorMap;
    typedef std::map<uint32 /*quest id*/, GameEventQuestToEventConditionNum> QuestIdToEventConditionMap;
    typedef std::pair<uint32 /*guid*/, uint32 /*npcflag*/> GuidNPCFlagPair;
    typedef std::list<GuidNPCFlagPair> NPCFlagList;
    typedef std::vector<NPCFlagList> GameEventNPCFlagMap;
    typedef std::vector<uint32> GameEventBitmask;
    GameEventQuestMap mGameEventCreatureQuests;
    GameEventQuestMap mGameEventGameObjectQuests;
    GameEventNPCVendorMap mGameEventVendors;
    GameEventModelEquipMap mGameEventModelEquip;
    //GameEventGuidMap  mGameEventCreatureGuids;
    //GameEventGuidMap  mGameEventGameobjectGuids;
    GameEventIdMap mGameEventPoolIds;
    GameEventDataMap mGameEvent;
    GameEventBitmask mGameEventBattlegroundHolidays;
    QuestIdToEventConditionMap mQuestToEventConditions;
    GameEventNPCFlagMap mGameEventNPCFlags;
    ActiveEvents m_ActiveEvents;
    bool isSystemInit;
public:
    GameEventGuidMap mGameEventCreatureGuids;
    GameEventGuidMap mGameEventGameobjectGuids;
};

#define sGameEventMgr ACE_Singleton<GameEventMgr, ACE_Null_Mutex>::instance()

bool IsHolidayActive (HolidayIds id);
bool IsEventActive (uint16 event_id);

#endif
